Abstract
Reactions reflecting the psychology behind a user’s desire to play games have been addressed in a number of studies. However, this paper focuses on a more inclusive understanding of how game elements, such as controls and objects, play their part in interactive storytelling and games. Based on findings from user studies and game theory, an open game world was constructed, in order to serve as a test environment. A survey was then developed in order to identify reactions and patterns in user responses to frequently used game elements. This study thus attempts to provide an insight into general reactions to game elements in open game worlds, and it aims at laying the foundations for defining a process which can be applied to user relations with game elements. Furthermore, it has potential uses for improved game and interactive storytelling application design.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Brockmyer, J.H., Fox, C.M., Curtiss, K.A., McBroom, E., Burkhart, K.M., Pidruzny, J.N.: The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology, 624–634 (2009)
Brown, E., Cairns, P.: A grounded investigation of game immersion. In: CHI 2004 Extended Abstracts on Human Factors in Computing Systems, pp. 1297–1300. University College London Interaction Centre, Vienna (2004)
Chen, V.H.-H., Duh, H.B.-L., Phuah, P.S., Lam, D.Z.: Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulituser Online Role-Playing Games (MMORPGS). In: Entertainment Computing - ICEC 2006, pp. 262–267. Springer, Heidelberg (2006)
Crawford, C.: The Art of Computer Game Design. McGraw-Hill/Osborne Media, Berkeley (1982)
Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial, New York (1990)
Egenfeldt-Nielsen, S., Smith, J.H., Tosca, S.P.: Understanding Video Games - The Essential Introduction. Routledge, New York (2013)
Jenkins, H.: Game Design as Narrative Architecture (2004)
Kaplan, S.: Aesthetics, Affect, and Cognition - Environmental Preference from an Evolutionary Perspective. Environment and Behavior 19(1), 3–32 (1987)
Lazzaro, N.: Why We Play Games: Four Keys to More Emotion Without Story. In: Game Developers Conference, XEODesign (2004)
Lehrer, J.: How We Decide. Mariner/Houghton Mifflin, Boston (2010)
McGonigal, J.: Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Books, London (2011)
Murray, J.H.: The Last Word on Ludology v Narratology in Game Studies. In: DiGRA 2005 Conference, Vancouver (2005)
Przybylski, A.K., Rigby, C.S., Ryan, R.M.: A Motivational Model of Video Game Engagement. Review of General Psychology 14(2), 154–166 (2010)
Schoenau-Fog, H.: The Player Engagement Process – An Exploration of Continuation Desire in Digital Games. In: Think Design Play Proceedings of the 5th International DiGRA Conference, Utrecht, Netherlands (2011)
Sylvester, T.: Designing Games: A Guide to Engineering Experiences. O’Reilly Media (2013)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Grinder-Hansen, A., Schoenau-Fog, H. (2013). The Elements of a Narrative Environment. In: Koenitz, H., Sezen, T.I., Ferri, G., Haahr, M., Sezen, D., C̨atak, G. (eds) Interactive Storytelling. ICIDS 2013. Lecture Notes in Computer Science, vol 8230. Springer, Cham. https://doi.org/10.1007/978-3-319-02756-2_23
Download citation
DOI: https://doi.org/10.1007/978-3-319-02756-2_23
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-02755-5
Online ISBN: 978-3-319-02756-2
eBook Packages: Computer ScienceComputer Science (R0)